More life issues have conspired to prevent me polishing up Wrecking Balls in time for the cart. FrankenGraphics and I have agreed we'd rather re-submit a completed version next time around, assuming the rules allow it, or just finish it in our own time. Feel free to drop it.

…[*]Figure out sections other than the current "Mojon" and "Not Mojon" [*]Title screen [*]Box art (front, back, sides, label) [*]Manual [*]If there aren't going to be enough games to fill the last quarter (256 KiB) of the ROM, figure out what to stick there: original music or whatever else [/list]

infiniteneslives and I have been talking over packaging. I've decided on a layout, so if the most recent build is the final list of games, I'll start on the artwork. If not, I'll wait until the game list is final to begin. Would rather not have to add / remove elements after starting.

A few developers have PM'd me regarding the art, but again, if anyone else has any input regarding the packaging, they should post here, in the packaging thread, or PM me.

As for sections? How about:

2016 Competition Winners (the top x amount, ordered by place)

2016 Runners-Up (the rest of entries, alphabetically)

Other Games (games not part of the competition, alphabetically. Could currently be titled Zombie Games. )

Not at all comprehensive but here I go with another report of bug testing.

Karate Kick is missing!Power pak reported that it has a "bad header" (0xff in places where 0x00 should go) so mabye the builder missed it because of that.

Haunted: Halloween '85 demo:Can not successfully reset from most places after the Retrotainment logo, and will remain locked up on what I think is a ill defined mapper state.Selecting Credits from options will freeze on a gray screen (but ironically avoids the first lock up bug described here).Also being just a demo, should the whole soundtrack be available from the options screen?

Zombie Calavera:"Lowercase t"? I'm very sure those are better described as grave markers or simply just crosses. I'm sure I could look over the descriptions for other games, but this one particularly stuck out to me as just being plain wrong.

Spacey McRacey:This one is really baffling me. I didn't know anything wrong was going on until I watched RogerBidon play it on emulator. Apparently when played on Power Pak, (both as part of the multicart and by itself) there is no background music during gameplay! along with shaky scrolling. I'll try to spend more time on this to pin point the cause, and maybe even hex edit in a fix.

Anything that the community wants to toss in to try and fill up the 1MByte rom space is fine by me. Starting to get to the point where any further additions may not get reflected in the artwork though. M-Tee is about to start working on the artwork with plans to submit the file for printing by the end of April. I'm planning to assemble the first batch of cartridges in May. I don't plan to start flashing the carts with the final rom till late May/early June. That's really when the rom has to be finalized by. If everything goes well with all that we'll be on track to release by the end of June.

I've been discussing the plan with printed materials with M-Tee on the sidelines. We've got a rough plan together but still waiting on a quotation for printing of traditional boxes.

Current hope is to have a modest print run of traditional boxes instead of ordering excessively too many like we did last volume. If/when we run out of traditional boxes and the volume is still in print we can shift to bitboxes which I'm able to print the inserts in house in small batches as sales flow in.

M-Tee had the idea to create a poster instead of a more traditional multi page manual. This seems more fitting since we don't have entrants provide a manual page with their entry. The poster will cost a couple dollars to print each one, because of this I feel it's more fitting for the poster to be paired with the CIB option alone. That way people who like spending a couple dollars more for fancy printed materials can, and those happy saving a few dollars can cut the box and poster with the loose cart option.

We'll keep the manual simple just like last volume which itself is generic enough to be used as is. That way I'm able to print them in house and the cost is negligible, so the manuals will be included with CIB and loose cart. I'm planning to print the labels in house as well to help keep costs down and avoid the impossible decision of deciding how many to print before release.

_________________If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

We'll keep the manual simple just like last volume which itself is generic enough to be used as is.

Which in my opinion makes it even more important for entrants to suggest improvements for the descriptions within the menu.

I think we should try to make this write up part of the blurb for compos moving forward to make production tasks like this simpler.

Speaking of, it's prob about time to start a discussion on anything that we're looking to change or implement for next years compo. I don't think there's much that needs changed, so hopefully it'll be a quick process copy pasting most rules/guidelines from last compo.

One other thing I kind of forgot to mention is that I'm planning to release this volume in both 60 & 72pin versions. I've got all the parts needed to do so. The main thing to sort out is handling of printed materials for famicom vs NES releases.

_________________If you're gonna play the Game Boy, you gotta learn to play it right. -Kenny Rogers

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